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Testing git/slack integration#1

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gitdev481 wants to merge 43 commits into
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GREEDYHD:master
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Testing git/slack integration#1
gitdev481 wants to merge 43 commits into
gitdev481:masterfrom
GREEDYHD:master

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Added in an empty notepad into assets->art to test out the Slack/Github
integration (seeing if it notifies Slack).

gitdev481 and others added 30 commits February 21, 2016 21:09
Added in an empty notepad into assets->art to test out the Slack/Github
integration (seeing if it notifies Slack).
…00.00. Timer can also pause.

Signed-off-by: SilentSupernova <chrisyoules93@gmail.com>
…0:00. The timer can also pause.

Signed-off-by: SilentSupernova <chrisyoules93@gmail.com>
Testing to see if a notification pops up now that David has added his
repository into the Slack integration. Removing the test notepad/
1. Added all required scene objects to the canvas in order to attach the
HUD to the player. This does not effect the physics or gameplay in any
way, it is merely a simple change within the inspector.
2. Added a working ammo slider, which decreases in real time in
accordance with the player's remaining ammo for their currently held
weapon.
Each player now has its own SpriteManager, allowing the sprites to swap
(for different directional facing) for multiple players.
A public reference of SpriteManager was made on Aiming, and
ChangeSprite() is called via this reference.
As Player is a prefab, this can all be hooked up via prefabs and
therefore duplicated for extra players, without needing to change
anything (in theory, yet to be tested).
The last commit did not push due to conflicts with the Prototype scene.
In this commit I have deleted the old master scene and added in the new
master scene, along with the other modified assets.
Before: the size of the player's feet
After: Encapsulates the main rectangle that is the player's body.
Added in four separate walls, and moved the tunnels to within the arena.
Implemented functionality for the Back button on the controller to
enable the playerHUD. Whilst it is pressed, the HUD is shown.
Added in Giorgio's code that was provided for 24th Feb, the day he could
not attend due to illness.

Code changes are from the text document he provided, which is located
on Dropbox in CGD Group->Shellshock->Giorgio2402.

From my understanding the new code makes the helicopter drop off a new
ammo drop every 10 seconds, and spawns a new weapon on the ammo crate
when the player collides with the ammo crate.
There is however a compilation error due to the new ammo not switching
to the player correctly.
…for prefab). UI button is no longer back is now L3

Signed-off-by: SilentSupernova <chrisyoules93@gmail.com>
The old PlayerHUDs that were next to the timer at the top have been
disabled. Although they have been left in the project now until the
player HUD is finalised.
When the player's health (HPslider) is equal to 0, the player's game
object is disabled.
Also added in NULL checking in IsometricLayerSorter.cs, as without any
players enabled, the game would lag from all the null reference errors.
This has been fixed.
Cleaned up game object hierarchy:
The weapons are now under the game object "Weapons"
The arena walls, tunnels, dynamic walls and the dynamic wall manager are
now under "Arena"
Put the timer script on the timer:
The timer script was on a game object that was not the Timer itself. The
timer script has been moved to the timer itself, and is under "HUDPanel"
Respawning now works.
• After the player dies, their active components are disabled (so they
can’t move, shoot or emit anything). This replaces disabling the player
game object entirely, as the Player.cs script on the player game object
still needs to be accessed, and it can’t be accessed properly (booleans)
without the gameobject it is attached to being enabled.

• Then, the player’s health, gun and ammo are reset to a default setting
(max hp, switch gun to pistol, max ammo in pistol).

• The respawn timer is then started. After the timer hits the threshold,
the player is then enabled and shown.
# Conflicts:
#	Assets/Scenes/Prototype.unity
The Reticle was not getting disabled when the player died. It now does,
and enabled again when the player respawns.
normyp and others added 13 commits March 1, 2016 20:50
This reverts commit 5640bf1.
Player 2's pistol was not centred onto the player, therefore always
fired out of the respawn point. It is now directly on player 2.
The ammo and hp sliders did not reset upon respawning, but now they do.
This reverts commit 8df22b0.
…verted (added) Pauls stuff in

The ammo count and slider were completely in the middle of nowhere due
'testHUDHolder'. This has now been fixed and the 'testHUDHolder has been
removed.

Also re-reverted Pauls stat tracker.  This means all of Paul's work is
now in the latest working version, albeit not in the scene itself.
If a player kills another player, they score a point.
However, a player can also score a point by killing themselves. This is
due to having not yet set up a special case for suicides.
The default weapon the player starts with is now a pistol,
and the pistol has infinite ammo, so the player always has something to
fire.
With an assist from David, the player is now only awarded score when the
killing bullet does not come from the same player.
Now if this happens, the players score is decremented by 1.
The helicopter now appears in front of the arena, but behind the UI.
This is achieved via sorting layers.

The ammo count text game object (number to represent current ammo
remaining) has now been disabled as it is redundant.
The grenade should damage based on the distance and if the player is
exposed to the explosion or not.
…ectly in every script for ArmadHeroes push preparation

Changed acolades and every mention of it to accolade
added a namespace ShellShock to every script (32 scripts)
changed every GetComponent (over 80 occurrences) to include the
ShellShock namespace (where needed)
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5 participants